市场调查报告书
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电子玩具和游戏市场:按产品类型、年龄层、分销管道和应用分類的全球预测 - 2024-2030Electronic Toys & Games Market by Product (Electronic Building Blocks, Electronic Pets, Gaming Consoles), Type (Owned, Rented), Age Group, Distribution Channel, Usage - Global Forecast 2024-2030 |
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预计2023年电子玩具和游戏市场规模为503.9亿美元,预计2024年将达到536.7亿美元,2030年将达到792.5亿美元,复合年增长率为6.68%。
电子玩具和游戏是指采用电子技术设计的游戏产品。这包括使用电池或电气连接运行并具有灯光、声音和数位功能等互动组件的玩具和游戏。例如各种各样的产品,从支援边玩边学的教育手持设备,到遥控车辆,再到连接到萤幕并提供数位娱乐的视讯游戏。这些玩具和游戏旨在透过提供传统非电子玩具无法提供的感官回馈和互动体验来提高使用者参与度。由于全球可支配收入的增加以及人们对这些小工具的教育潜力的认识不断增强,电子玩具和游戏市场正在经历显着增长。然而,与这些技术相关的挑战,例如高成本和网路安全风险,是市场成长的主要障碍。为了克服这些挑战并推动市场成长,必须努力开拓具有成本效益的电子玩具和游戏模型,加强资料安全,针对环境进行设计,并提供适合需求的内容,包括建立教育合作伙伴关係和设计包容性产品。残障儿童。整合这些创新和解决方案预计将解决现有的限制并扩大市场基础,使这些智慧互动玩具在全球各个市场上更容易获得和更具吸引力。
主要市场统计 | |
---|---|
基准年[2023] | 503.9亿美元 |
预测年份 [2024] | 536.7亿美元 |
预测年份 [2030] | 792.5亿美元 |
复合年增长率(%) | 6.68% |
区域洞察
电子玩具和游戏市场在全球范围内正在经历强劲的成长和创新,并观察到不同的区域趋势和偏好。在美洲,人们非常注重将 AR 和 VR 等最尖端科技融入游戏中,也非常注重教育玩具。欧洲国家有严格的安全法规和资料保护条例,并且强调高度安全的电子玩具和游戏。中东市场的高科技教育游戏正在蓬勃发展,尤其是那些提高英语和 STEM 技能的游戏。非洲市场仍处于起步阶段,但随着中产阶级的不断壮大,它有潜力主要透过社区主导的教育电子游戏来扩展。亚太地区处于製造和创新的前沿,中国得到了政府促进技术教育措施的大力支持。日本凭藉以流行文化和动画为中心的高科技游戏和玩具而脱颖而出,而印度市场的蓬勃发展则受到数位存取、可负担性和在地化内容的推动。
FPNV定位矩阵
FPNV 定位矩阵对于评估供应商在电子玩具和游戏市场的定位至关重要。此矩阵提供了对供应商的全面评估,并检验了与业务策略和产品满意度相关的关键指标。这种详细的评估使用户能够根据自己的要求做出明智的决定。根据评估结果,供应商被分为代表其成功程度的四个像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市场占有率分析
市场占有率分析是一种综合工具,可以对电子玩具和游戏市场供应商的现状进行深入而详细的评估。透过仔细比较和分析供应商的贡献,您可以更深入地了解每个供应商的绩效以及他们在争夺市场占有率时面临的挑战。这些贡献包括整体收益、客户群和其他重要指标。此外,该分析还提供了对该行业竞争性质的宝贵见解,包括在研究基准年期间观察到的累积、分散主导地位和合併特征等因素。有了这些详细信息,供应商可以做出更明智的决策并製定有效的策略,以在市场竞争中保持领先地位。
策略分析与建议
策略分析对于寻求在全球市场站稳脚跟的组织至关重要。对电子玩具和游戏市场当前地位的全面评估使公司能够做出符合其长期愿望的明智决策。此关键评估涉及对组织的资源、能力和整体绩效进行彻底分析,以确定核心优势和需要改进的领域。
[191 Pages Report] The Electronic Toys & Games Market size was estimated at USD 50.39 billion in 2023 and expected to reach USD 53.67 billion in 2024, at a CAGR 6.68% to reach USD 79.25 billion by 2030.
Electronic toys and games refer to products designed for play that incorporate electronic technology. These include toys and games that operate on battery power or through an electrical connection and feature interactive components such as lights, sounds, or digital functions. Examples encompass a wide range of products, from educational handheld devices that assist in learning through play to remote-controlled vehicles and video games that connect to a screen and provide digital entertainment. These toys and games are intended to enhance user engagement by providing sensory feedback and interactive experiences that traditional non-electronic toys cannot offer. The electronic toys and games market is witnessing substantial growth driven by rising global disposable incomes and a growing awareness of the educational potential of these gadgets. However, challenges such as high costs and cybersecurity risks associated with these technologies pose significant barriers to market growth. To navigate these challenges and propel market growth, opportunities lie in developing cost-effective electronic toys and game models, enhancing data security, crafting eco-friendly designs, forming educational partnerships for tailored content, and designing inclusive products that cater to children with disabilities. Embracing these innovations and solutions is expected to address the existing limitations and broaden the market reach, making these intelligent and interactive toys more accessible and appealing across various global markets.
KEY MARKET STATISTICS | |
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Base Year [2023] | USD 50.39 billion |
Estimated Year [2024] | USD 53.67 billion |
Forecast Year [2030] | USD 79.25 billion |
CAGR (%) | 6.68% |
Regional Insights
The electronic toys and games market exhibits robust growth and innovation across the globe, with distinctive trends and preferences observed in different regions. In the Americas, a strong emphasis on incorporating cutting-edge technologies, including AR and VR, into games, alongside a significant inclination toward educational toys. European countries are stringent in their safety and data protection regulations, emphasizing secured electronic toys and games. The Middle Eastern market is burgeoning with tech-savvy educational games, particularly those enhancing English language and STEM skills. Although the African market is nascent, a growing middle class indicates potential for expansion, primarily through community-driven educational electronic offerings. The Asia-Pacific region is marked by significant activities, with China at the forefront of manufacturing and innovation, heavily backed by government initiatives promoting technological education. Japan differentiates itself through high-tech games and toys centered around popular culture and animation, whereas India's rapidly growing market is fueled by increasing digital access, affordability, and localized content.
Market Insights
The market dynamics represent an ever-changing landscape of the Electronic Toys & Games Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.
FPNV Positioning Matrix
The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the Electronic Toys & Games Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success, namely Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The market share analysis is a comprehensive tool that provides an insightful and in-depth assessment of the current state of vendors in the Electronic Toys & Games Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Recent Developments
Strategic Expansion into Digital Gaming with Partnership between Mattel and Outright Games
Mattel, Inc. has announced a strategic multi-year partnership with Outright Games to expand its presence in the digital gaming sphere and to launch three new games across all consoles and PC, namely Matchbox Driving Adventures, Monster High: Skulltimate Secrets, and Barbie Project Friendship. These games, scheduled for release by year-end, epitomize Mattel's commitment to leveraging its iconic brands to enhance digital engagement globally. [Published On: 2024-05-20]
Launch of Hasbro's Interactive Peppa Pig Toys to Enhance Child Engagement through Innovative Play
Hasbro has expanded its product line by introducing the Peppa Pig Peppa's Muddy Puddles Party Interactive Doll. This innovative 12-inch doll is designed to enhance interactive play by offering over 55 sounds, phrases, and reactions across two distinct modes. In Muddy Puddles game mode, the doll simulates splashing in puddles and sings songs, while the party mode activates when the flower on Peppa's dress is pressed. [Published On: 2024-04-18]
Market Expansion of Just Play's FurReal Interactive Pets
Just Play has launched its new FurReal line of interactive pets across major UK retailers, licensed by Hasbro. This diverse range reflects the evolving interests in pet and nurture play, incorporating Newborns, Wag-a-lots, Walk-a-lots, and My Minis, each tailored to different user interactions. The Newborns offer a nurturing experience where children engage in caring activities such as brushing and feeding. In contrast, Wag-a-lots and Walk-a-lots provide a more dynamic play with features, including detachable leads and life-like animal sounds for a simulated walk experience. The FurReal My Minis series introduces palm-sized pets with interactive capabilities, which are ideal for portable entertainment. [Published On: 2024-02-20]
Strategy Analysis & Recommendation
The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the Electronic Toys & Games Market. This critical assessment involves a thorough analysis of the organization's resources, capabilities, and overall performance to identify its core strengths and areas for improvement.
Key Company Profiles
The report delves into recent significant developments in the Electronic Toys & Games Market, highlighting leading vendors and their innovative profiles. These include Arcade1Up, Buffalo Games, Educational Insights, Epic Games, Hamleys by Reliance Brands Limited, Hasbro, Just Play, LLC, Learning Resources Inc., LEGO Group, Mattel, Inc., Microsoft Corporation, Nexon Co., Ltd., Nintendo Co., Ltd., Sony Group Corporation, Tamagotchi by Bandai Namco Entertainment Inc., Toyshine by Sunshine Gifts and Stationers, Valve Corporation, Webby Toys, WembleyToys, and WowWee Group Limited.
Market Segmentation & Coverage